Rifle Infantry - Cost: $100
The Rifle Infantry is the main allied infantry unit, and is the best all round infantry unit available. They can be built quickly and cheaply, and can inflict a reasonable amount of damage en mass considering their low cost.

Engineer - Cost: $500
Engineers are unarmed infantry units, but offer a wide array of strategic options in battle. One engineer has the potential to cause extreme damage to an enemy building and bring it under your control, they can also repair your own buildings by entering them, and restoring them to full health.
3 Engineers are required to fully capture an enemy structure; 1 to damage it, 2 to bring it under your control and the 3rd to repair it.

Rocketeer - Cost: $300
The Allied Rocketeer carries shoulder mounted rocket launcher that is very effective against vehicles, structures, infantry and aircraft. Because of the increased weight of the rocket launcher, rocket infantry are slower than rifle infantry but are more heavily armoured.

Spy - Cost: $900
The Spy is the master of stealth on the battlefield, and like the engineer, is an unarmed unit who can boost your tactical options in battle. Whilst he appears to wear black, he appears to your enemy as a regular unit in their unit - making them hard to spot, and will not be attacked by your enemy's infantry, vehicles or defences. However attack dogs are not fooled by the spy, and since the spy is defenceless and expensive, avoid attack dogs.If you manage to infiltrate your opponent's buildings you can see what unit is being trained, or how much money a refinery contains.

Tanya - Cost: $1200
Tanya is the allied hero unit, and is the most versatile Allied infantry unit. Her main weapon is ineffective against tanks, but kills enemy infantry units with a single shot. Tanya also has the ability to plant C4 charges on enemy structures. She is unable to be put into guard mode so cannot be left alone incase she is attacked.

Medic - Cost: $800
These are able to heal injured friendly infantry, however they cannot heal themselves and are unarmed, leaving them vulnerable to underhanded enemy tactics.

Thief - Cost: $500
Possibly the most useless unit in the game, when a thief enters an enemy refinery or silo, it takes half the credits contained in there and gives them to you. The problem with the Thief is that it is unarmed and is at the mercy of anything on the battlefield, he cannot even disguise himself to sneak past defences - there are better things you can spend your time on.

Ranger - Cost: $600
Designed for hit and run tactics, as well as recon, the Ranger sacrifices armour for speed. But it is not completely without merit. The speed means you can run over infantry. It's mounted machine gun means that it can take out infantry, but nothing else.

Light Tank - Cost: $700
The fastest tank class in existence, it sacrifices armour and firepower for speed.
It really has the same advantages as the Buggy, but can be used for hit and run tactics against heavier vehicles and structures. The great advantage over something like the GDI Mammoth Tank is that you can shoot, retreat, shoot retreat gradually wearing away at it.

Medium Tank - Cost: $800
The best all round tank, it has the perfect combination of armour, firepower and speed.
It really has the same advantages as the Light Tank, but it's more powerful and can withstand more pounding as it's slower speed stop speedy get-a-ways.

Mine Layer - Cost: $800
The Mine Layer goes round and lays anti-tank explosives on the ground which are triggered by the passing of an enemy vehicle. Placed in critical location such as entrances to your base, they can take out quite a lot of an attack before it even gets a chance to do any damage. They are invisible to all except the commander who laid them and infantry can pass over them unharmed.
The Layer carries 5 mines and can be reloaded at a Service Depot.

APC - Cost: $800
This vehicle is similar to the Ranger except with a little less speed, more armour, and can carry upto 5 troops, it's even armed with the same gun as the Ranger.
It is designed for getting a number of troops to and from areas quickly and safely.

Artillery - Cost: $600
The Artillery fires shells at long range, they are deadly against everything, but designed for use against buildings out of range of the defences.
So what are the weaknesses? Well, there's some slow speed and light armour to help those pesky reds kill you, so you'll need to be carefull.

Mobile Gap Generator - Cost: $600
The Allies' strategy revolves around gathering superior info and denying it to the enemy. When an MGG is built, it covers an area of the battlefield with shroud, making it impossible for your enemy to see whilst not affecting your view. The gap field it produces is smaller than the stationary version. However, you can use it to conceal several key units in your attack from the enemy.

Ore Truck - Cost: $1400
The Ore Truck is your only source of collecting resources to turn into money to enable you to purchase structures and units to defeat your opponent. It collects Ore and brings it back to the Refinery where it is converted into money. When travelling to and from the Ore it moves slowly, but it is heavily armoured. They should always be escorted as they are easy targets for enemy commanders.

LST - Cost: $1000
The LST is capable of carrying up to 5 infantry or vehicles and transporting them by sea. It has no weapons, but is very fast so can get away from danger. The LST can only be loaded/un-loaded on shore terrain where it is at its most vunerable

Gunboat - Cost: $500
Used mainly for scouting and detecting and destroying enemy submarines with its depth charges. It is very fast but lightly armoured, the deck gun can cause some trouble for above-water and shorline targets.

Destroyer - Cost: $1000
Often refered to as the Medium Tank of the sea, the Destroyer has good armour, speed and lots of firepower provided by the missiles launched from the deck launcher. It is capable of targeting submarines, aircraft, above-water and shorline targets.

Cruiser - Cost: $2000
The daddy of the water, whilst it's hardly going to set any speed records what it lacks in speed it more than makes up for in strength and firepower! Using its two massive 8" cannons, the Cruiser can decimate a base from well outside possible enemy retaliation range! It doesn't have any sea-based defence so it relies on it's fast cousins with depth charges, the Gunboat and Destroyer.

Longbow Apache - Cost: $225
An attack helicopter that can easilly take out armored vehicles over a long distance using its sidewinder missiles. However it hovers so it can be shot down quite easilly be enemy anti-aircraft fire.

Mobile Construction Vehicle (MCV) - Cost: $3000
The MCV is the most important ground unit at the start of any game, as it forms the heart of your base, and allows you to produce structures and defences. If you lose your only MCV in battle, then you can no longer expand your base, and so every building you lose you cannot replace, unless you build another MCV, which are very expensive.